5
5.0
movies
eye 5
favorite 0
comment 0
This session presents an overview of some of the principal procedural data generation approaches used by the FAR CRY 2 development team in building a large and seamless dynamic world. It relies on those case studies to share some of the lessons learned and propose general development strategies to building typically production intensive assets through a procedural approach. Attendees are proposed a different way of viewing and approaching data creation that could inspire them to consider...
Topic: GDC
5
5.0
movies
eye 5
favorite 0
comment 0
Understand what you need to put together to begin and maintain a solid art outsourcing relationship from some of the most successful studios in the industry.
Topic: GDC
5
5.0
movies
eye 5
favorite 0
comment 0
Monolith Productions has created and developed many original franchises, including F.E.A.R., Condemned: Criminal Origins, and No One Lives Forever. Hear hard-won lessons from Monolith's CEO and lead artists on creating and extending these original franchises from inception through sequels across multiple platforms - How were the artistic directions of the universes determined? How were the story and character elements created? What role did technology play? How was the vision sold to...
Topic: GDC
5
5.0
movies
eye 5
favorite 0
comment 0
Peter Molyneux's stated ambition as a designer is to make FABLE 2 a landmark game. In order to achieve this three big design features have been added. The inspiration and rational behind these features will be discussed along with their evolution throughout the development process. The wider context of their impact and influence on the RPG genre with also be examined as the ambition is also to evolve the genre itself. The talk will be supported by retrospective videos as well as live game...
Topic: GDC
5
5.0
movies
eye 5
favorite 0
comment 0
SPORE's editors allow players to create amazing creatures, buildings and vehicles, and the pollination system encourages and rewards them for sharing content within the SPORE community. This presentation shows some of the SPORE community-building technology and how everyone from the casual player to the uber-creator can showcase their creatio
Topic: GDC
5
5.0
movies
eye 5
favorite 0
comment 0
Every year for the last decade, Tiburon has released chart topping products in the Madden franchise. Madden has become one of the most successful franchises in the history of the game industry and has been woven into the fabric of popular culture in the US. Behind every release is a passionate and dedicated team that strives to deliver the best Madden yet. This talk will focus on the key elements that have led to this consistent level of innovation and execution year after year, including...
Topic: GDC
5
5.0
movies
eye 5
favorite 0
comment 0
Games based on feature films present a number of challenges: translating a linear storyline into an interactive game, matching an established production design, meeting potentially sychronized release schedules, passing the numerous hurdles of studio approvals, and maintaining consistent creative direction from film to game. Each of these challenges has a corresponding benefit, including an established world, characters, and look to start from; marketing tie-ins; and the potential for a...
Topic: GDC
5
5.0
movies
eye 5
favorite 0
comment 0
Game development is growing exponentially in scale - major increases in team size, content volume and overall complexity are already straining development to the breaking point. As a result, making a game is more painful and costly than ever before. Pipeline iteration rates suffer. Game load times slow to a crawl. And broken builds impede day-to-day progress. In the face of these challenges, next-gen complexity promises to multiply the pain. Online game developers have encountered many of these...
Topic: GDC
5
5.0
movies
eye 5
favorite 0
comment 0
Building new IP is one of the hardest challenges out there. At EA Montreal we are fiercely committed to not only creating new IP, but core innovation in games as well. The current marketplace is only getting tougher, and our customer more demanding. We need to innovate if we want to grow our business. This conference will give some insight into how we develop new IP, and how we are focused on innovation. We'll share some of the tools and tactics we use.
Topic: GDC
5
5.0
movies
eye 5
favorite 0
comment 0
COLLADA 1.4 was released in January 2006 as an open standard by the Khronos group. It contains COLLADA FX, a cross platform shader effect specification, COLLADA PhX, an API-independent physics properties specification, and many other features. During this presentation we will demonstrate how COLLADA can be used in a modern tool chain for content production for PS3-class devices. We will introduce many of the tools that implement this specification, and showcase with live demonstrations how this...
Topic: GDC
5
5.0
movies
eye 5
favorite 0
comment 0
Qualcomms BREW has quickly become the dominant mobile platform in todays wireless landscape. However, BREW is not perfect and through the various incarnations of BREW and the different SDK versions, a series of inconsistencies, problems and errors have surfaced which make developing for the platform challenging and often time-consuming. How do you deal with a platform where full functionality of the core APIs is not guaranteed? How do you create successful games on cell phones that show...
Topic: GDC
5
5.0
movies
eye 5
favorite 0
comment 0
A pithy and personal account of the processes involved in the creation and manufacture of alternative controllers for social games. This session is based on Mike' own experience of the development of titles such as SINGSTAR and EYETOY and their associated hardware. Including examples taken from the manufacturing experiences of the EYETOY Camera for PS2, the PLAYSTATION Eye camera for PS3, the SINGSTAR microphones and the BUZZ controllers. A walk through of development at each stage including:...
Topic: GDC
5
5.0
movies
eye 5
favorite 0
comment 0
Funding a game company is often the last, and most crucial step in realizing the vision of an independent development studio or gaming start-up. This session focuses on what independent developers and gaming start-ups need in their investment pitches to acquire the early stage funding they need. It involves a discussion of what works, what does not, and how companies can bridge the gap to VC funding. The session will include recent examples including arena.net, Telltale Games, Animated Speech,...
Topic: GDC
5
5.0
movies
eye 5
favorite 0
comment 0
This lecture discusses the next generation of community management. What are the Building blocks for developing social networks between gamers, developers and publishers? A review of the best ideas being used on other social network sites and how these ideas can be integrated into existing gaming sites. The pros and cons on developing social networks around your brand (intellectual property). How can we focus social networks and use them to promote our brands via viral marketing? This will be a...
Topic: GDC
5
5.0
movies
eye 5
favorite 0
comment 0
What a difference a year makes in the fast-paced mobile game arena! Audio technology on mobile phones continues to improve at a pace faster than any game platform in history. Since last year's GDC, new audio developments have emerged from a new Java multimedia spec (JSR-234) to several enhanced CMX versions to a new Interactive Audio SIG initiative. Handset manufacturers have followed with sophisticated hardware featuring new capabilities such as Layered Audio, 3D positional sound, and...
Topic: GDC
5
5.0
movies
eye 5
favorite 0
comment 0
This panel offers an overview of the challenges faced by developers in handling the huge numbers of voice files in many of today's games. Each panelist outlines some of the techniques they've come to rely upon through the years, and demonstrates some of their favorite tools and techniques.
Topic: GDC
5
5.0
movies
eye 5
favorite 0
comment 0
Experience a two-year MBA program in 60 minutes. Anybody who wants a long career in the game industry needs to understand how business are run, how they make money, and how to help them make more money. In large companies, game creators may get frustrated by the decisions that their managers make. The frustration may or may not be justified - would you make the same decisions if you were managing the company? If you criticize a decision, can you suggest a better alternative that can actually be...
Topic: GDC
5
5.0
movies
eye 5
favorite 0
comment 0
Historically, sound in games has struggled to keep up with reality using limited channels and horsepower. As these limits disappear over time, with improved game platforms and development tools, how will we use this newfound power? If we simply attach sounds to everything in a game world, were making VR, not the emotionally engaging experiences we expect from the best games. Sound can create subtext that may not be directly perceived by the player but yet still leaves a lasting impression. It...
Topic: GDC
5
5.0
movies
eye 5
favorite 0
comment 0
XNA Game Studio Express marks a new direction for how Microsoft engages with the wider gaming eco-system and how it thinks about what consumers can do with their retail console. This talk examines the winding road that took XNA from a "vision" at GDC 04 to the release of XNA Game Studio Express in December 06. This is an inside look at the how and why of the decisions that shaped the current direction of the project and the lessons learned along the way. The talk draws parallels with...
Topic: GDC
5
5.0
movies
eye 5
favorite 0
comment 0
As powerful, portable laptops become more and more popular, now is the time to start considering a mobile platform during development. This talk will discuss considerations for battery life, wireless, and form factors challenges, and include technical suggestions on how to address them.
Topic: GDC
5
5.0
movies
eye 5
favorite 0
comment 0
This is a one-hour IP self-defense class for everyone involved in creating games. It starts with some brief warm-up exercises during which the sensei outlines the fundamental rules relating to the different IP rights in games. Following the warm-up, the class moves on to study the basic theory of IP self-defense, including the main moves: staff training, IP clearances, record-keeping and responsibility allocation. The theory is put into application during the sparring session, when the class...
Topic: GDC
5
5.0
movies
eye 5
favorite 0
comment 0
This session will present ten valuable and diverse tools and techniques for creating strong and unique creative visions and game designs for products based on established franchises. The format will further reinforce the simple and effective nature of the ten "keys" within a short and kinetic time frame of twenty minutes. This 20 minute lecture will present ten key techniques for creating original and unique game design ideas for established intellectual properties. The speaker will...
Topic: GDC
5
5.0
movies
eye 5
favorite 0
comment 0
With the ever increasing scope of projects, decreasing timescales and proliferation of platforms the single team monolithic development process is coming under increasing strain. This presentation looks at one mechanism which goes some way to addressing these challenges: multi-site (multi-vendor) development. Specifically we will be looking at development which sits above the outsourcing of sets of assets, but below the subcontracting of an entire sku. The session will start by looking at...
Topic: GDC
5
5.0
movies
eye 5
favorite 0
comment 0
As games become ever more immersive, surround audio scores are becoming an integral part of game play and design. Learn how to create and mix surround tracks using the latest tools available in Cakewalk's 64-bit powered Sonar 5.
Topic: GDC
5
5.0
movies
eye 5
favorite 0
comment 0
We all understand that the next gen platforms bring tremendous technical changes to the industry, both in the games we build and the tools that we use to build them. But what about the development process and the people issues? What steps become more important than ever, and what outmoded methods must be sent to the scrap heap of game development history? Separate hype from the very real challenges of next gen development. This session covers the way one major independent studio with both...
Topic: GDC
5
5.0
movies
eye 5
favorite 0
comment 0
With rising production costs and tight schedules, titles cannot afford to waste production time on untested content. To combat this, we developed a map prototype process at Red Storm. This allows us to quickly play test maps and avoid pitfalls and the mistakes of the past.
Topic: GDC
5
5.0
movies
eye 5
favorite 0
comment 0
In a unique promotion for Burger King, Microsoft's Xbox team worked closely with leading British developer Blitz Games to produce three Xbox 360 games for a massive in-store promotion beginning November 2006. The promo sold 3.2M units and was cited as being responsible for a 40% increase in BK's Q4 profits.
Topic: GDC
5
5.0
movies
eye 5
favorite 0
comment 0
Despite being an integral part of all gaming, sometimes it is the least thought out or acknowledged part of a game. With current-Gen technology allowing developers to blur the line between the menu systems and the game itself, thus creating a more immersive experience, it is important to not only embrace this technology but develop better methods for concepting and developing engaging visuals that will marry the two into a more immersive experience. This session will outline one methodology for...
Topic: GDC
5
5.0
movies
eye 5
favorite 0
comment 0
LucasArts is determined to lead the way into the next-gen console gaming renaissance by focusing on true gameplay innovation. While higher polygons and sophisticated shader technologies are important, offering gameplay experiences that simply were not available in the previous console generation are paramount and will truly drive the industry forward. Haden Blackman, Project Lead for Star Wars: The Force Unleashed will discuss gameplay innovations in the game, made possible by Digital Molecular...
Topic: GDC
5
5.0
movies
eye 5
favorite 0
comment 0
2005 was great a year for mobile gaming and all signs point to an even better next couple of years as the industry continues to thrive. As todays industry is built on strong relationships and quality products, it is vital for the developer-publisher relationship to flourish beyond the once standard paper deal. This session highlights the following key topics: * Forging a solid developer-publisher relationship * Structuring successful deals * Pros and cons of creating original vs. branded IP *...
Topic: GDC
6
6.0
movies
eye 6
favorite 0
comment 0
This two hour lecture will walk the audience through the process of creating an art department from scratch. Every aspect of an art department's purpose within a larger organization will be discussed, including how to decipher an artist's resume, how to avoid tempermental artists, how to successfully hire outside of the industry, how to integrate overseas art teams and how to implement a pipeline approach to art without jeapordizing the creativity of your staff.
Topic: GDC
6
6.0
movies
eye 6
favorite 0
comment 0
The introduction of 3D graphics for mass market mobile phones has brought mobile gaming a small step towards to what was has been possible in PC and consoles for more than a decade. But developing for mobile phones presents some unique challenges that you have to deal with in order to be successful. This lecture presents the status of current hardware and APIs for 3D capable phones and gives away a set of recipes on how to program 3D games for mass market mobile phones. The lecture discusses...
Topic: GDC
6
6.0
movies
eye 6
favorite 0
comment 0
Who hasnt noticed some common themes in game development post-mortems over the years? Among these are the pitfalls of a rapid expansion in team size. As games become more complex to develop and budgets skyrocket, many small developers are finding themselves working on more projects with larger teams. Thus many of us are poised to make the same mistakes as those who suffered before. Fortunately there are resources available to those who are willing to learn from the experiences of others. The...
Topic: GDC
6
6.0
movies
eye 6
favorite 0
comment 0
This session covers a process widely used in project management circles to assist in measuring the available capacity a team has for work and how to gather data to fill it. The emphasis is on planning using data collected to enable more effective control over your project than a schedule alone might offer.
Topic: GDC
6
6.0
movies
eye 6
favorite 0
comment 0
Do something once, it's creative. Do something twice, it's repetitive. Do something three times, you can probably automate it. This session gives artists tools they can use to help minimize repetitive tasks and maximize creativity and iteration. Using the dreaded DOS prompt, Photoshop actions and droplets, and MaxScript, the speaker shows how technical ability can actually unleash creativity. For example, you can use MaxScript to enable in-game visuals never seen before. You can use Photoshop...
Topic: GDC
6
6.0
movies
eye 6
favorite 0
comment 0
The costs of MMP development is getting out of hand with production budgets for AAA titles reaching well over 20 million with team sizes of over 100, and 3 plus years to develop. Most of the development is going into content and the bar is being raised every year. This is a post-WOW world and a new bar has been raised. WOW took five years to develop and costs well over 40 million to produce, the highest cost being content creation. It is critical that we develop good strategies up-front to...
Topic: GDC
6
6.0
movies
eye 6
favorite 0
comment 0
Visual Arts managers from around the industry discuss common challenges and offer solutions. Topics include: pre-production resources, scheduling demons, tools, reviews, production pipelines and studio development. Participants are exposed to current issues facing the industry and come away armed with solutions to tackle the challenges of their own studios.
Topic: GDC
6
6.0
movies
eye 6
favorite 0
comment 0
6
6.0
movies
eye 6
favorite 0
comment 0
This two-hour lecture will focus on the postmortem analysis of DINER DASH: HOMETOWN HERO, published by PlayFirst, and will highlight what worked and what didn't during the game development process. The lecture will share two perspectives, game design and technical development, presented by the respective team leads.
Topic: GDC
6
6.0
movies
eye 6
favorite 0
comment 0
http://tasvideos.org/5577S.html
Topic: tas
6
6.0
movies
eye 6
favorite 0
comment 0
The Facebook global games ecosystem is growing across mobile and web. In this all-day event, the Facebook Games team will present ecosystem trends, discuss new products, and how game developers can be successful. Developers will learn how to grow their games on Facebook and across platforms, build core and mid-core games, optimize revenue, and hear from other developers who build with Facebook Platform. AGENDA: 10-10:15am Facebook Games Ecosystem Overview Sean Ryan, Facebook Sean will kick off...
Topic: GDC
6
6.0
movies
eye 6
favorite 0
comment 0
With the unique gameplay of the WIPEOUT series refined and made more accessible than before, evolution becomes the key to broadening the player experience. When the gameplay already works, this talk looks at how new features and community-driven technology can be applied to the handheld space. While the gameplay of WIPEOUT PULSE continues to be refined and tweaked, the team's attention turns to the application of game 3.0 principles to the PlayStation Portable (PSP). By playing to the strengths...
Topic: GDC
6
6.0
movies
eye 6
favorite 0
comment 0
With Xbox360, PlayStation 3 and faster more powerful PCs here instead of looming on the horizon, the promise of vastly better technology has led to a lot of speculation about the next generation of game characters. What distinguishes the so-called next generation of characters from the present one? Shaders, large numbers of polygons, large numbers of characters, and advanced AI are some of the factors. But how will implementation change? Will it be without real-time tessellation and the...
Topic: GDC
6
6.0
movies
eye 6
favorite 0
comment 0
This presentation examines the save/load compulsion: why players experience it, the impact it has on the game experience, and techniques for designing a game where players don't feel compelled to protect themselves by overusing save/load.
Topic: GDC
6
6.0
movies
eye 6
favorite 0
comment 0
This session addresses how Western and Eastern players are different, how Koreans develop successful online games, and a case study of the development and deployment of successful Korean online games.
Topic: GDC
6
6.0
movies
eye 6
favorite 0
comment 0
As part of an effort to inform the public about what gamers are doing with games, and to mine gamers for ideas for new applications for gaming Ben Sawyer of the Serious Games Initiative and consulting firm Digitalmill has assembled a knowledge-base of interesting (and often unintended) behaviors, outputs, and cultural developments related to games themselves. While some time will be spent on aspects beyond play many may be familiar with including modding, clans, machinima, and cos-play the talk...
Topic: GDC
6
6.0
movies
eye 6
favorite 0
comment 0
6
6.0
movies
eye 6
favorite 0
comment 0
Attend this session to learn more about how AMDs RapidFire SDK simplifies the delivery of multi-game streaming from a single GPU while minimizing latency to ensure one of the best cloud gaming experiences.
Topic: GDC
6
6.0
movies
eye 6
favorite 0
comment 0
Many people talk about cinematic games, but what does this really mean? Instead of simply using more cut-scenes, better script writers, or higher quality musical scores, this presentation takes a different look at the concept of a cinematic game. Over their century of existence, films have been using a range of techniques to create specific emotional responses in their audience. By dissecting what makes these techniques work, game designers can enhance their interactive experiences to make them...
Topic: GDC
6
6.0
movies
eye 6
favorite 0
comment 0
This session examines different approaches for representing large regions of sound accurately yet simply. It will walk through a number of methods examining the utility of each. Finally, the focus will move to the new Dynamic Zone Emitter technique, well suited for such objects as rivers and rainforests.
Topic: GDC
6
6.0
movies
eye 6
favorite 0
comment 0
We're proud to announce the return of the Best in Apps Contest, powered by AppCircus. Last year, 45 then-unreleased apps from 10 different countries were submitted in 4 categories: Entertainment, Education, Lifestyle, and Health and Wellness. All four app winners were selected to pitch at the Mobile Premier Awards in 2014, with Fetch winning the Best App Award and Social Diabetes winning the Big Impact Award!
Topic: GDC NEXT
6
6.0
movies
eye 6
favorite 0
comment 0
6
6.0
movies
eye 6
favorite 0
comment 0
The predominant audience for mainstream games is the 15-25 year-old-male demographic. Game companies have been honing that market for years. Social change games -or any group in the serious games community- require extra focus on our ability to reach game audiences that the industry hasn't reached or has been unable to reach for different reasons. This session answers key questions, such as: What lessons do we learn from the mainstream industry and what new models must we pursue? Can we look at...
Topic: GDC
6
6.0
movies
eye 6
favorite 0
comment 0
6
6.0
movies
eye 6
favorite 0
comment 0
"With production values rivalling a Hollywood blockbuster, 'HEAVENLY SWORD' is game development on a truly global scale." When audio assets for a project are coming from 3 continents, separated over 20 time zones, managing the production effectively is a constant challenge. Outsourcing to production companies such as WETA (Lord of the Rings/King Kong) and audio teams responsible for films such as Crouching Tiger, Hidden Dragon and The Departed, Garry Taylor takes you on a whistle-stop...
Topic: GDC
6
6.0
movies
eye 6
favorite 0
comment 0
6
6.0
movies
eye 6
favorite 0
comment 0
A startup company offers the rare opportunity to build a new production process from scratch. Through an examination of the production process created for RATCHET & CLANK: SIZE MATTERS and SECRET AGENT CLANK, this session sheds light on what methods can make your production more efficient, and what can slow it down.
Topic: GDC
6
6.0
movies
eye 6
favorite 0
comment 0
From the dawn of videogames to the present, most game architectures have gravitated towards a relatively small set of choices for their fundamental essence the game loop. The game loop is the highest-level subsystem that keeps the game running from start to finish. However, game loops contain several nuances, from design to timing, that can fundamentally impact the architecture of the entire codebase. This session offers an analysis of the current single-threaded game loop architectures, and...
Topic: GDC
6
6.0
movies
eye 6
favorite 0
comment 0
Ad tracking is a mission critical component of most app marketing programs. By being able to attribute downloads, and post-download events like in-app purchases, to the marketing source, app marketers harness a powerful way to gain insights that drive business and deliver outstanding ROI. But there are challenges associated with mobile ad tracking. Device Identifiers, Digital Fingerprinting, HTML5 Cookies, Android Referrer are all tracking methods on the market today, each employing very...
Topic: GDC
6
6.0
movies
eye 6
favorite 0
comment 0
A collection of the most prominent academic and serious game developers go beyond show and tell to demonstrate case studies of design solutions which explicitly address social issues, values issues, and educational concerns. The goal of the session is to not only raise awareness but to present the successes and pitfalls of this alternate game making approach. To this end, Ian Bogost details a case study showing the effectiveness of a political game, while detailing the challenges faced in...
Topic: GDC
6
6.0
movies
eye 6
favorite 0
comment 0
Half-day tutorial, repeated in morning and after lunch. In this follow-up to 2007's popular Threading Games for Performance tutorial, Paul Lindberg and Brad Werth will present detailed case studies of successful threading practices in modern PC games. Each case study will be bookended by an explanation of the theory and a "what if" discussion of alternative approaches and further improvements. In addition to detail on specific games, major PC engines will be covered -- maybe the one...
Topic: GDC
6
6.0
movies
eye 6
favorite 0
comment 0
Chris Taylor takes you on an entertaining backstage tour of the design and development of Gas Powered Games' RTS game, SUPREME COMMANDER, released in early 2007. In the summer of 2003, Chris Taylor and the crew at Gas Powered Games set out to design and build Supreme Commander, next-generation RTS game. Now, almost four years later, Supreme Commander is complete. In this informative session, Chris takes you on a behind-the-scenes tour of Supreme Commander
Topic: GDC
6
6.0
movies
eye 6
favorite 0
comment 0
Unlike the complex spherical harmonics, a spherical radial basis function (SRBF) lighting framework is introduced to achieve real-time ultra-realistic rendering. It is mathematical simpler, intuitive, computational efficient and easy to learn. Its visual quality is comparable to spherical harmonics. We provide the underlying mathematics, implementation details/tricks, and demonstrations of this novel SRBF lighting framework.
Topic: GDC
6
6.0
movies
eye 6
favorite 0
comment 0
The COLLADA panel session explores the application of COLLADA in game content production. Panelists from leading studios will discuss their experiences using COLLADA and share valuable insight garnered throughout their journey. Various features of the technology will be discussed such as the schema extensions for Effects and Physics.
Topic: GDC
6
6.0
movies
eye 6
favorite 0
comment 0
This panel demonstrates that the best game storytelling can stand up to the best storytelling in any medium. A group of seasoned writer/designers will present their favorite storytelling games, with each being analyzed and deconstructed to see what make it work so effectively. In the end, a common theme emerges: the most successful storytelling games fully integrate their narratives into their core gameplay experiences.
Topic: GDC
6
6.0
movies
eye 6
favorite 0
comment 0
The theme of GDC 2006 is "What's Next," and this panel kicks off the conference to define what the people behind GDC have in mind when they consider what's next. They are each leaders in their field and specialists selecting submitted sessions for the GDC. The panelists include Masaya Matsuura, Dave Perry, Louis Castle, Mark Cerny, and Cyrus Lum - who share their insights on the disciplines of Audio, Game Design Production, Programming, and Visual Arts, respectively. They each have a...
Topic: GDC
6
6.0
movies
eye 6
favorite 0
comment 0
We can't cover all the risks in MMO development efforts but I will summarize the high risk challenges that were faced on Horizons, Auto Assault and we are currently solving on Gods & Heroes . Starting off with team building, core technology ideals and how these relate to talent and tools, moving into current technology challenges or limitations that can commonly come up within the first year of development. Leading to ways to look at development vs. live team and how that may impact your...
Topic: GDC
6
6.0
movies
eye 6
favorite 0
comment 0
6
6.0
movies
eye 6
favorite 0
comment 0
By matching the look and feel of game engines in production tools, producers will be able to make important decision sooner and more informed than ever before. Artists can start producing content earlier, faster, and smarter. Technical-artists and developers may also be able to perform better pre-production; enabling engine and shader design with less unknown variables and late occurring major changes. This lecture will cover previewing and pipelining technologies, high level shader...
Topic: GDC
6
6.0
movies
eye 6
favorite 0
comment 0
Advertising in games is appearing more and more, from casual web-based games to the biggest AAA console titles. As publishers look to the future of ads as a secondary revenue stream and as advertisers muscle their way further into the industry, game designers need to understand more about advertising and how to integrate it into their games in a way that neither detracts from the gameplay nor alienates the player. Attendees learn about the current and historical conceptions (and misconceptions)...
Topic: GDC
6
6.0
movies
eye 6
favorite 0
comment 0
For any industry professional who has some involvement in the Quality Assurance process, this roundtable attempts to explore more effective ways of testing our increasingly complex games. Next-generation technology allows developers to do some amazing things, but if the games don't work right or play well, no one will buy them. QA teams need to evolve their practices to better suit the times and more effectively support game developers. With that in mind, this roundtable focuses attendees'...
Topic: GDC
6
6.0
movies
eye 6
favorite 0
comment 0
This lecture is about how the stackless flavour of the Python scripting language was integrated into the Eutechnyx engine with exceptional results. It begins with an introduction to Stackless Python and the benefits for both design and production. The lecture chronicles the path of the project and outlines the implementation details. It provides analysis of what techniques were successful and what pitfalls to avoid. This is a whirlwind guide to what a programmer needs to know to add Stackless...
Topic: GDC
6
6.0
movies
eye 6
favorite 0
comment 0
LOST ODYSSEY was a project that spanned four years of development, involved an all-star creation team led by Hironobu Sakaguchi (FINAL FANTASY), and was developed through the collaboration of more than 200 staff members at Microsoft Game Studios and Feelplus. This session will delve into the making of this large scale project, what succeeded, and what didn't.
Topic: GDC
6
6.0
movies
eye 6
favorite 0
comment 0
Learn tips, useful suggestions, the successes and the mistakes of some of the most experienced outsource users in the business.
Topic: GDC
6
6.0
movies
eye 6
favorite 0
comment 0
Quality assurance isn't just for testers anymore; as the industry is expanding and the next generation of development begins, there is an ever-increasing need to avoid problems early, decrease iteration time, deliver better data about both the state of production and the mechanics of the game, and generally allow both testers and developers to spend more time focused on the quality of the end product. This roundtable will bring to light three areas into which teams can invest tools and...
Topic: GDC